Overlord: Minion Master and Lord of War
Sept 14, 2018 17:46:33 GMT -6
Post by username on Sept 14, 2018 17:46:33 GMT -6
Overlord
Powers
Hail to the King: An Overlord surrounded by their best officers dominates – a fraction of the control they hold over their Cohorts. An Overlord gains a static bonus on Social tests and a static penalty on Stealth tests equal to their current Cohorts.
The Art of War: You begin play with one rank in any one Sword School or Gun Kata, and may always purchase ranks in this School or Kata as though it appeared in your current class progression. An Overlord's Minion squads may use Special Attacks or Trick Shots made by their Overlord where appropriate, treating themselves as always using the appropriate weapon and action type, although they are limited to half the Overlord's Tyranny rounded up in Special Attacks or Trick Shots per round.
Relentless Tide: As an Overlord's command over others grows, so does their seemingly endless supply of people willing to follow their commands. The Overlord may spend a Full Action in structured time to regain Cohorts equal to half their Tyranny, rounded up, as they call forth aid and able bodies from out of nowhere.
Pompous Indignation: An Overlord knows that they’re better than others, and they have a compulsive need to mention as much when they intend to engage another in combat. Whether it’s a boisterous listing of their accomplishments, threats on their opponent’s life, or just simple trash-talk, an Overlord must attempt some form of Social Combat before starting an actual fight with any non-mindless foe – a successful Social Attack gives the Overlord and their minions +1k1 to all other tests they perform until the end of their next turn. This Social Attack may be performed during combat as a half action and must be done for each opponent they wish to attack. The Overlord may choose to attack an enemy without spending an action Socially Attacking them first but it trips up themselves and their Minions, penalizing them for -1k1 to all tests they perform until the end of their next turn.
Power Stat: Tyranny
An Overlord’s Tyranny is the measuring stick of how much control they have over their hordes. Many theorize as to how an Overlord can command such obedience from their subordinates. Whether it is fear, subtle mind control, sheer force of personality, or any of many other theories, nobody is quite sure.
Resource Stat: Cohorts A General is only as good as those that carry out their command, and the Overlord's Resource is just that, a large group willing to give their lives to carry out the Overlord's will. An Overlord can have Cohorts equal to their Fellowship + Tyranny, and regain 1 Cohort for every 5 minutes spent speaking to or otherwise communicating with a crowd.
* Get Out There and Fight!: By spending a Cohort, an Overlord can create a full 6 man Minion Squad adjacent to them with a Threat and Damage Rating for both a ranged and melee attack equal to the Overlord’s Charisma. These Minions act immediately after the Overlord’s turn. An Overlord can maintain a number of these Minion Squads equal to their Tyranny. The Overlord may reabsorb a full squad of 6 of these minions to regain 1 Cohort.
** Prostrate Thyself!: An Overlord may raise their Social Characteristics to Six Dots and targets of your Social Attacks can be compelled to fall prone in addition to the desired effect of your successful Social attack, even if they spend resolve.
*** Promotions!: An Overlord may spend a Cohort a to call forth a Spirit created using the Spirit Creation Rules for the scene.The cumulative level total of their spirits is equal to half their Tyranny rounded up (Example: At 3 Tyranny, they can have 2 Level 1 Spirits or 1 Level 2 Spirit) and only one may be active at any one time and its level counts toward the maximum number of Minion Squads an Overlord may maintain with Get Out There and Fight! Any Spirit(s) created this way must be approved by the SM. If a Spirit created this way dies or the Overlord wishes to change one of the Spirits they have made, the Overlord must wait a week for each level the Spirit was before their "levels" may be used to create or boost another Spirit.
****Avenge the Fallen!: The Overlord's minions gain a static bonus to their Attack rolls, Damage and Static Defense equal to the number of the Overlord's Minions killed since the last round.
***** Sepulchritude: Once per day, an Overlord may call forth the raw fires of Charisma. The Overlord's Cohorts are considered to be refilled, and for rounds equal to the Overlord's Charisma the Overlord's Cohorts are not spent from their pool when used and they may spend any amount of Cohorts per round, although still no more than their Tyranny per action.
Overlord Rule Assets
Mob Rule
If you can’t solve a problem by throwing bodies at it, then you just haven’t thrown enough bodies. An Overlord who has taken Mob Rule regains Cohorts equal to their full Tyranny when using their Relentless Tide ability to do so, and may spend an additional 2 Cohorts per round.
Badass Rule
You don’t need help when you’re the most badass frakkin’ Overlord around. Whenever a Minion dies, the commanding Overlord with Badass Rule gains a static bonus equal to their Tyranny on all attack rolls, damage rolls and Static Defense, along with the same bonus to their Initiative, until the end of their round. If the Overlord has no Cohorts, Minions or Spirits left during a scene, they instead gain triple that bonus.
Artillery Rule
Artillery adds dignity to what would otherwise be a vulgar brawl. The Minions of an Overlord with Artillery Rule may choose to give their attacks Blast, with a rating equal to Overlord's Tyranny, and are immune to attacks with the Blast Property.
Assassin’s Rule
Some Overlords prefer a more subtle approach. An Overlord with Assassin’s Rule do not take penalties for stealth from Hail to the King. Furthermore, the Overlord may use Get Out There and Fight! to create a Minion squad at a distance – so long as they can see the destination, the Overlord may spend Cohorts to create a detached Minion group at that spot. Finally, the Overlord may use a social attack for Pompous Indignation during the actual attack as a free action instead of before it.
Fortress Rule
Few can hope to really put a dent in your forces. The Minion Squads of an Overlord with Fortress Rule can choose to shore up their defenses instead of doing anything else. Doing so provides Cover and Armor to all Hit Locations equal to twice their commanding Overlord’s Tyranny to all adjacent allies. Furthermore, if an attack would kill defending Minions, reduce the number killed by half the Overlord's Tyranny, rounded up, to a minimum of 0 killed.
Powers
Hail to the King: An Overlord surrounded by their best officers dominates – a fraction of the control they hold over their Cohorts. An Overlord gains a static bonus on Social tests and a static penalty on Stealth tests equal to their current Cohorts.
The Art of War: You begin play with one rank in any one Sword School or Gun Kata, and may always purchase ranks in this School or Kata as though it appeared in your current class progression. An Overlord's Minion squads may use Special Attacks or Trick Shots made by their Overlord where appropriate, treating themselves as always using the appropriate weapon and action type, although they are limited to half the Overlord's Tyranny rounded up in Special Attacks or Trick Shots per round.
Relentless Tide: As an Overlord's command over others grows, so does their seemingly endless supply of people willing to follow their commands. The Overlord may spend a Full Action in structured time to regain Cohorts equal to half their Tyranny, rounded up, as they call forth aid and able bodies from out of nowhere.
Pompous Indignation: An Overlord knows that they’re better than others, and they have a compulsive need to mention as much when they intend to engage another in combat. Whether it’s a boisterous listing of their accomplishments, threats on their opponent’s life, or just simple trash-talk, an Overlord must attempt some form of Social Combat before starting an actual fight with any non-mindless foe – a successful Social Attack gives the Overlord and their minions +1k1 to all other tests they perform until the end of their next turn. This Social Attack may be performed during combat as a half action and must be done for each opponent they wish to attack. The Overlord may choose to attack an enemy without spending an action Socially Attacking them first but it trips up themselves and their Minions, penalizing them for -1k1 to all tests they perform until the end of their next turn.
Power Stat: Tyranny
An Overlord’s Tyranny is the measuring stick of how much control they have over their hordes. Many theorize as to how an Overlord can command such obedience from their subordinates. Whether it is fear, subtle mind control, sheer force of personality, or any of many other theories, nobody is quite sure.
Resource Stat: Cohorts A General is only as good as those that carry out their command, and the Overlord's Resource is just that, a large group willing to give their lives to carry out the Overlord's will. An Overlord can have Cohorts equal to their Fellowship + Tyranny, and regain 1 Cohort for every 5 minutes spent speaking to or otherwise communicating with a crowd.
* Get Out There and Fight!: By spending a Cohort, an Overlord can create a full 6 man Minion Squad adjacent to them with a Threat and Damage Rating for both a ranged and melee attack equal to the Overlord’s Charisma. These Minions act immediately after the Overlord’s turn. An Overlord can maintain a number of these Minion Squads equal to their Tyranny. The Overlord may reabsorb a full squad of 6 of these minions to regain 1 Cohort.
** Prostrate Thyself!: An Overlord may raise their Social Characteristics to Six Dots and targets of your Social Attacks can be compelled to fall prone in addition to the desired effect of your successful Social attack, even if they spend resolve.
*** Promotions!: An Overlord may spend a Cohort a to call forth a Spirit created using the Spirit Creation Rules for the scene.The cumulative level total of their spirits is equal to half their Tyranny rounded up (Example: At 3 Tyranny, they can have 2 Level 1 Spirits or 1 Level 2 Spirit) and only one may be active at any one time and its level counts toward the maximum number of Minion Squads an Overlord may maintain with Get Out There and Fight! Any Spirit(s) created this way must be approved by the SM. If a Spirit created this way dies or the Overlord wishes to change one of the Spirits they have made, the Overlord must wait a week for each level the Spirit was before their "levels" may be used to create or boost another Spirit.
****Avenge the Fallen!: The Overlord's minions gain a static bonus to their Attack rolls, Damage and Static Defense equal to the number of the Overlord's Minions killed since the last round.
***** Sepulchritude: Once per day, an Overlord may call forth the raw fires of Charisma. The Overlord's Cohorts are considered to be refilled, and for rounds equal to the Overlord's Charisma the Overlord's Cohorts are not spent from their pool when used and they may spend any amount of Cohorts per round, although still no more than their Tyranny per action.
Overlord Rule Assets
Mob Rule
If you can’t solve a problem by throwing bodies at it, then you just haven’t thrown enough bodies. An Overlord who has taken Mob Rule regains Cohorts equal to their full Tyranny when using their Relentless Tide ability to do so, and may spend an additional 2 Cohorts per round.
Badass Rule
You don’t need help when you’re the most badass frakkin’ Overlord around. Whenever a Minion dies, the commanding Overlord with Badass Rule gains a static bonus equal to their Tyranny on all attack rolls, damage rolls and Static Defense, along with the same bonus to their Initiative, until the end of their round. If the Overlord has no Cohorts, Minions or Spirits left during a scene, they instead gain triple that bonus.
Artillery Rule
Artillery adds dignity to what would otherwise be a vulgar brawl. The Minions of an Overlord with Artillery Rule may choose to give their attacks Blast, with a rating equal to Overlord's Tyranny, and are immune to attacks with the Blast Property.
Assassin’s Rule
Some Overlords prefer a more subtle approach. An Overlord with Assassin’s Rule do not take penalties for stealth from Hail to the King. Furthermore, the Overlord may use Get Out There and Fight! to create a Minion squad at a distance – so long as they can see the destination, the Overlord may spend Cohorts to create a detached Minion group at that spot. Finally, the Overlord may use a social attack for Pompous Indignation during the actual attack as a free action instead of before it.
Fortress Rule
Few can hope to really put a dent in your forces. The Minion Squads of an Overlord with Fortress Rule can choose to shore up their defenses instead of doing anything else. Doing so provides Cover and Armor to all Hit Locations equal to twice their commanding Overlord’s Tyranny to all adjacent allies. Furthermore, if an attack would kill defending Minions, reduce the number killed by half the Overlord's Tyranny, rounded up, to a minimum of 0 killed.
Mindlock Rule
Assuming Direct Control. You may choose to take direct control of a Minion Squad or, at Tyranny 3, a Spirit from Promotions! under your control. While you are doing this you may only take a single Half Action each round. While a Minion Squad is under your control, add your Willpower to its Threat Rating & Damage Rating. While a Promotions! Spirit is under your control, it gains all of your feats, substitutes its Spell Schools, Spell Combos, Sword Schools, Special Attacks, Gun Kata, Trick Shots, Skills and Mental/Social Characteristics with your own and loses the Mindless Trait (if it had it). If the monster you are controlling is slain, you are stunned for 1 round and gain 1d5 levels of Fatigue.
Assuming Direct Control. You may choose to take direct control of a Minion Squad or, at Tyranny 3, a Spirit from Promotions! under your control. While you are doing this you may only take a single Half Action each round. While a Minion Squad is under your control, add your Willpower to its Threat Rating & Damage Rating. While a Promotions! Spirit is under your control, it gains all of your feats, substitutes its Spell Schools, Spell Combos, Sword Schools, Special Attacks, Gun Kata, Trick Shots, Skills and Mental/Social Characteristics with your own and loses the Mindless Trait (if it had it). If the monster you are controlling is slain, you are stunned for 1 round and gain 1d5 levels of Fatigue.